// The screen buffer; this is modified to draw things to the screen
byte *I_VideoBuffer = NULL;
-byte *I_VideoBuffer_FB = NULL;
// If true, game is running as a screensaver
/* Allocate screen to draw to */
I_VideoBuffer = (byte*)Z_Malloc (SCREENWIDTH * SCREENHEIGHT, PU_STATIC, NULL); // For DOOM to draw on
- I_VideoBuffer_FB = (byte*)malloc(s_Fb.xres * s_Fb.yres * (s_Fb.bits_per_pixel/8)); // For a single write() syscall to fbdev
screenvisible = true;
void I_ShutdownGraphics (void)
{
Z_Free (I_VideoBuffer);
- free(I_VideoBuffer_FB);
}
void I_StartFrame (void)
/* DRAW SCREEN */
line_in = (unsigned char *) I_VideoBuffer;
- line_out = (unsigned char *) I_VideoBuffer_FB;
+ line_out = (unsigned char *) DG_ScreenBuffer;
y = SCREENHEIGHT;
line_in += SCREENWIDTH;
}
- memcpy(DG_ScreenBuffer, I_VideoBuffer_FB, (SCREENHEIGHT * fb_scaling * (s_Fb.bits_per_pixel / 8)) * s_Fb.xres);
-
DG_DrawFrame();
}